🎮 Unreal Engine 5 C++ Developer | Technical Gameplay Programmer 🔱 18-year-old developer building AAA-level gameplay systems from scratch.
I'm a 2nd year CSE student at NIT Bhopal, deeply focused on becoming a Technical Gameplay Programmer at AAA studios.
My work is engine-level, architecture-first C++ — not surface level blueprint scripting. I build systems the way studios actually build them.
Long-term goal: AAA internship (4th year) → Masters in Game Technology abroad → International studio.
- Unreal Engine 5 (C++ primary)
- Gameplay Ability System (GAS) — custom GEExecutions, AttributeSets, ASC architecture
- Enhanced Input with Gameplay Tags
- Animation Blueprints, Linked Anim Layers, Motion Warping
- Behavior Trees — native BTTasks, BTServices, BTDecorators
- Niagara VFX, MetaSounds
- Blackboard driven AI systems
- C++ (Primary)
- Python, C, Java
- JetBrains Rider
- Git & GitHub (260+ commits)
- Visual Studio
A cinematic AAA-style action RPG built entirely in UE5 C++.
- Full GAS pipeline — damage execution calculations, stamina ratio modifiers, light/heavy combo scaling, proxy DamageTaken attribute
- Custom ASC — input tag driven ability activation, dynamic weapon ability granting/removal
- AttributeSet with TWeakInterfacePtr cached interface pattern, delegate driven UI
- Native BT architecture — BTTask_RotateOrientToTarget with instance memory pattern, BTService continuous orientation lerp
- Motion warping — directional rolling with dynamic floor detection via line trace
- Layered animation system (AMMA), sync groups, linked anim layers
- Interface driven enemy death pipeline
- Enemy AI attacking pipeline with random ability selection
🔗 Repo: https://github.com/Santhoshlk/AshesBeyondTheGrave
Learning repo — Vince Petrelli AAA Combat Course implementation in UE5 C++. Building every system from scratch, zero shortcuts, zero Discord questions.
🔗 Repo: https://github.com/Santhoshlk/CombatLearning
- Vince Petrelli AAA Combat Course — 46% complete
- GAS architecture mastery
- Motion warping, directional combat systems
- Advanced Locomotion System (ALS) — upcoming
- Hazel Engine, OpenGL/Vulkan rendering pipeline — roadmap